(Topic ID: 195784)

Total Nuclear Annihilation Club...Welcome to the future!

By Pinballlew

6 years ago


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  • Latest reply 17 hours ago by falcon950
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Topic index (key posts)

36 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #158 The email with purchase details. Posted by Pinballlew (6 years ago)

Post #159 Video with art. Posted by Aurich (6 years ago)

Post #391 Order mirror blades and spooky will install them. Posted by TheNoTrashCougar (6 years ago)

Post #419 Software update for TNA announced by Scott Posted by TheNoTrashCougar (6 years ago)

Post #529 A game play video. Posted by Owlnonymous (6 years ago)

Post #790 Note about early batch of LEDs that had high fail rate - since corrected Posted by TheNoTrashCougar (6 years ago)

Post #854 New podcast on TNA with Scott. Posted by Whysnow (6 years ago)

Post #1530 Fix to beacon light rattle sound. Posted by brenna98 (6 years ago)

Post #1626 Speaker amp settings Posted by TheNoTrashCougar (6 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

You're currently viewing posts by Pinsider kidchrisso.
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#3876 5 years ago
Quoted from pinden007:

I wish I could post the video some where.
[quoted image]

YOUTUBE, then post the link

1 month later
#4436 5 years ago
Quoted from TheNoTrashCougar:

[quoted image]
TNA Code Update!!!
It is finally here in all of its glory. Version 1.3.0 with many new features and bug fixes. Please see the change log below. The code can be downloaded from the link below as well. As always, let me know if you encounter any issues with the software and I can address them. Enjoy!
CHANGE LOG:
###########################################################################
v1.3.0 - 01/03/2019 - Scott Danesi
## Bugs Fixed ##
- Fixed default coil pulse time in coil test
- Fixed video lag in Burn Test
- Tweaked orbit sound effects
- Fixed issue where the shaker would not always start on critical
- Fixed sensitivity on drop error messages, they will appear less frequently
- Fixed ball save callout, now happens on SDTM shots out of the scoop
- Spelling error fixed in service mode
- Adjusted attract lightshow timings to make the transitions more smooth
- Fix put in place for ball tracking issue, once again...
- Fixed hangup on bringing reactor 3 critical!
- Fixed false positive credit dots. Now waits until 10 failures to throw the dot
- Made another attempt at fixing the extra ball getting thrown in play on certain machines during ball save
- Fixed issue with some 10 letter initials getting cut off
## Features Added / Modifications ##
- Added Beacon Test in service menu
- Added sound effects for high score entry
- Added dedicated high score reset utility in the server mode preserving other audits
- Top score entry for Co-Op games added
- Left gate now opens during attract mode when clearing balls out of the shooter lane
- Updated indication lightshows for when locked balls are waiting and multiball ready
- Massive restructuring of flipper handling logic, now runs stronger and cooler
- Credit Dot and Error Report added to the service menu
- Clear Coin Audits added
- Adjusted High Score initials down slightly for easier viewing
- Added Balls Saved audit
- Ability to disallow tilts when ball is in the shooter lane
- RAD target destroy selection logic updates based on Reactor Difficulty Setting
- Easy Reactor Setting - RAD targets not selected for Reactors 1-3
- Medium Reactor Setting (Default) - RAD targets not selected for Reactors 1-2
- Hard Reactor Setting - RAD targets not selected for Reactor 1
- Brutal Reactor Setting - RAD targets can be selected for all reactors
- Completely restructured how the slings are handled to reduce airballs
###########################################################################
Software Download and Instructions: www.tnapinball.com

Thanks Scott!!!

3 months later
#5251 4 years ago

Is the latest code stable enough to download? I am still at 1.2.0.

11 months later
#6405 4 years ago
Quoted from TheNoTrashCougar:

So far I have heard no reports of anything wrong with the latest beta! I guess that means I should make a new awesome attract lightshow, add it in, and make a Production release of this version!
--Scott

Do it! YUP

#6421 4 years ago

That lights out blue GI going on in multiball is INCREDIBLE,,,fuckin A! I want to see more of that kind of light show as you progress trying to destroying the reactors. Make them all different for each level. You can do it Scott!!!!! Don't stop now...

Thank you for keeping this one on the tracks!

Kidchrisso

....to think I was going to sell this off a month ago...NOPE

#6453 4 years ago

I would start by reseating all of your connections. That is easy to do. Then see what happens.

#6501 4 years ago

I love the pink sling and outlane protectors. I would buy a set of the rest of the plastic protectors in pink if you were to cut a set.

#6557 3 years ago
Quoted from IdahoRealtor:

Contemplating selling my mint 200-something plays Family Guy for a TNA

Just have both!

#6600 3 years ago

I put in the pink last night...man, they are awesome. The teal in the multiball just looks awesome! F the green

3 weeks later
#6733 3 years ago
Quoted from highdef:

So based off feedback, is it safe to take more thumbs up for GREEN protector color vs. PINK?
Was the upgrade worth it?
Thx in advance!

Yes it's worth it, but if you see the Hot Pink with Teal lighting...looks killer for the theme. I can't speak to the green cause I haven't seen it in person, bet it looks good too.

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